Great tutorial! Is it possible to execute custom events when the player dies not just from AI, but from a specific squad?
@-Zechariot9 ай бұрын
Yes, all you would need is the nodes “get is ai” “get squad from ai unit” a “Boolean logic” a “compare squads” and a “branch” Using these and setting them up will get the exact results you want
@joshuawilson83686 ай бұрын
I only need the Ai that are dead to respawn, not extra.
@dwaynewilliams35769 ай бұрын
Would you be able to give AI traits, for example adding high damage resistance to something like a Chieftan in order for them to appear more like a boss-type enemy?
@-Zechariot9 ай бұрын
You can’t apply player traits but there’s a way to make the health reset to maximum until a certain amount of damage is dealt, then it can be killed to simulate having more health.
@dwaynewilliams35769 ай бұрын
@@-Zechariot Intriguing, could you provide the script of such a thing?
@-Zechariot9 ай бұрын
@@dwaynewilliams3576 id have to put it together. I did a video that uses somewhat of the script that I’ll have to use for it, which essentially refills the ai health to max every half second. Only difference would be to change it so that after a certain amount of shots it would stop refilling the health kzfaq.info/get/bejne/pLaVg5CXmbGVdIk.htmlsi=AUu_dyA1QUJgQfck
@-Zechariot9 ай бұрын
@@dwaynewilliams3576 id have to put it together. I did a video that uses somewhat of the script that I’ll have to use for it, which essentially refills the ai health to max every half second. Only difference would be to change it so that after a certain amount of shots it would stop refilling the health kzfaq.info/get/bejne/pLaVg5CXmbGVdIk.htmlsi=AUu_dyA1QUJgQfck
@dwaynewilliams35769 ай бұрын
@@-Zechariot And what about AI being able to claim capture points like KOTH? Might there be a certain script for it? I set a few units to cobra and had them stand in the zone but it was not being captured
@SavorySoySauce9 ай бұрын
Dang the Hero of time really screwed up the timeline
@TheRageEnterprise9 ай бұрын
So does this only apply to the ai spawners that are in this brain, or if i kill off other ai spawners tied to another brain, will it still trigger the "on wave end" node? and how do i make them respawn indefinitely? this only works once
@-Zechariot9 ай бұрын
This should work constantly with endless respawns. I used this script for the beginning of the video, and I also tested it out at the end without using any other scripts on the map. As long as “delay until budget” is false and the extermination percent is set to 50 or 75 or somewhere around there, it should be working. As for the other spawners, you can kill them and they won’t effect it. Only ai spawners connected to the “wave” node will effect that waves end.
@TheRageEnterprise9 ай бұрын
@@-Zechariot ty i mist not have had it on false
@-Zechariot9 ай бұрын
@@TheRageEnterprise I think setting it to true makes the entire wave not spawn if you just so happen to hit the budget. If it’s false it should spawn up TO the budget, which means you might get 9 marines as backup instead of the full 12 sometimes. Not every time though. It depends on how much budget is left for them. They really need to increase that to at LEAST 50.
@ArchonKnight29 ай бұрын
Is it possible to have individual AI units respawn on death without waiting for a certain percentage of the spawn group to die too? That way the budget stays steady and the stronger units don't build up in greater numbers
@-Zechariot9 ай бұрын
Yes but it’s a different script that is VERY lengthy in nodes right now because everywhere online, KZfaq, Reddit, and etc haven’t figured out a way around this game “deleting” squad information once the last ai dies on that squad (you would have to set up 32 different squads, 6 of them would have to be cleverly set as squad variables) We can figure out if an ai unit was the last of its squad BUT for some reason the game does not pick up on the information OF that squad because it deletes the squad a line of code later than when the AI dies so it can’t be compared against or anything. So while yes, this is possible, it just requires 32 duplicates of SEVERAL nodes resulting in 200+ nodes.
@joshuawilson83686 ай бұрын
I’m entreated, where can I find this script?
@joshuawilson83686 ай бұрын
@@-Zechariotwhere can I look into this?
@vashsrandomstuff87409 ай бұрын
Can u make 3rd person in forge
@-Zechariot9 ай бұрын
There's no way to get 3rd person normally. There is a mod for it but I'm not exactly a modder
@Vorance9 ай бұрын
Out of curiosity, how do you have rain on a map without it raining in doors? Everything I've looked at online says you can't, but it seems you've figured it out.
@-Zechariot9 ай бұрын
It’s all in the lighting. It’s an illusion. It’s still raining indoors, but with bright enough lighting, you can’t see it.
@TheRageEnterprise9 ай бұрын
@@-Zechariot oh what are the light settings?
@-Zechariot9 ай бұрын
@@TheRageEnterprise I’ll have to go to my map to take a look. Having major inter web black outs in my area currently so it may be a bit. I just know I have some sun beams coming in through the window, a reflection volume specifically in that area only, and a light about 2/3 of the way up that’s white in color and quite bright, but not bright enough to discolor or oversaturate anything. Can’t remember the exact number.
@acrustykrab9 ай бұрын
dude how you do you script end of attrition game after AI Unit Spawn defeat. I AM LITERALLY JOINING ALL FORGE DISCORDS THE REDDITS ASKING BEGGING FOR HELP AND NO ONE ANSWERS OR IF THEY DO IT'S ALL NONSPECIFIC GIBBERISH [edited this question away i was confused] HOW TO END GAME WHEN FINAL SQUAD [BOSS UNIT] IS DEAD HOW HOW NO ONE KNOWS
@-Zechariot9 ай бұрын
I have a script already written so that the game ends when all players are dead on a team, though IDK how attrition works with it. As for a boss unit, I can also script a game end when that unit dies.
@acrustykrab9 ай бұрын
@@-Zechariot im having trouble with the boss unit script! you were right on the all players dead, my game ends properly no problem but my killing ai unit -> end game script isn't going well :( howhow
@-Zechariot9 ай бұрын
@@acrustykrab once my internet blackout is fixed in my area I’ll get to looking at it
@SpartanJess9 ай бұрын
Here's an interesting question. Are you able to get ai units to pilot the banshee?
@9000Dogs9 ай бұрын
With personal testing, I found that AI that can already drive will enter them and fly, but for some reason they just try and fly away from the map and don't attack at all.
@SpartanJess9 ай бұрын
@@9000Dogs Interesting! So technically they can only be used as background units, like a scripted event of a banshee flying overhead. Curious if you can route a path for them with the movement zones. 🤔
@9000Dogs9 ай бұрын
@@SpartanJess Haven't tried that myself, interesting idea!
@Ryukkii9 ай бұрын
I did some testing of my own. The banshees will fly away and despawn UNLESS you are flying a banshee/wasp. ALSO friendly banshees will attack Phantoms until they leave the map and despawn with them. I did some testing in a small town with 2 phantom spawners with 1 banished and 1 covenant with random vehicle spawner and it was a whole lot more fun watching vehicles from both side attacking each other and you. - I really hope they do a overhaul with the forge ai as a lot of the campaign restrictions hamper the fun. Like no UNSC drivers. I have friendly elites who drive or pilot vehicles and its a lot of fun to watch them go to town. Along with the mention banshees/wasp flying around in the zone and attacking enemies within it like classic halo. Pelican spawner that works like the Phantoms but deploy UNSC troops and vehicles.